Just wondering about this one because the averages for -2 and -1d are the same (in most cases)1d20-2: Avg = 8.51d16: Avg = 8.5Maybe the penalties are supposed to stack? Or maybe I'm just looking at these things too closely and need to get over it and move on.

The good news is that I'm coming across these as a result of updating my Reference Sheets document, so hopefully I'll have something for you guys soon!

Just wondering about this one because the averages for -2 and -1d are the same (in most cases)1d20-2: Avg = 8.51d16: Avg = 8.5Maybe the penalties are supposed to stack? Or maybe I'm just looking at these things too closely and need to get over it and move on.

The good news is that I'm coming across these as a result of updating my Reference Sheets document, so hopefully I'll have something for you guys soon!

There is a pretty significant difference you have missed:

Fumble chance: 1d20-2 has a 5% fumble chance, 1d16 has a 6.25% fumble chanceCritical chance: 1d20-2 has a 5% (or higher in the case of warriors) critical chance, 1d16 has a 0% critical chance in all range weapon cases that I have seen as of yet.

Also, it doesn't matter that the averages are the same if you have no other modifiers to your roll and are trying to hit a 17 or higher AC.

The warrior can knock an enemy off-balance. The enemy gets a Ref save against the warrior’s attack roll. Failure means the enemy is knocked prone and must spend its next attack action standing up. Remember that melee attacks against a prone opponent receive a +4 bonus.

This conflicts with the attack modifiers table on page 78, which lists the bonus against a prone enemy as +2.

Page 22Dwarven Mushroom-Farmer: Shovel should have (as staff) after it.Dwarven Stonemason: Hammer should have (as club) after it.Elven Glassblower: Hammer should have (as club) after it.Elven Navigator: Bow should be Shortbow.

Page 22, OccupationsDwarven Mushroom-Farmer: Shovel should have (as staff) after it.Dwarven Stonemason: Hammer should have (as club) after it.Elven Glassblower: Hammer should have (as club) after it.Elven Navigator: Bow should be Shortbow.

Page 36, Cast spell from scrollChange the last sentence to:The thief does apply Intelligence (but not Personality) modifiers to his roll, but may not attempt spellburn.

Page 149, Patron Bond TableResults 24-27 are missing. These are:When cast on self: The caster is considered an important person in his patron’s plans. He forms an agreement with his patron and is marked as one in the patron’s service. The caster learns the spell invoke patron as it relates to his patron and may cast it twice per day at a +1 bonus to the spell check. The patron also gives the caster a gift (for which a counter-gift is to be expected, of course). The gift is a single patron spell, selected from the patron’s spell list. The caster can cast this spell once per day in place of a casting of invoke patron. Each time he casts this patron spell or invoke patron, the caster is indebted to his patron, who will call in the debt at some point.

When cast on others: The caster forms a bond between his patron and the subject, who is very useful to the patron. The patron bestows a minor boon on the caster in the form of a +2 bonus on the next casting of invoke patron or a patron spell, and grants a minor boon to the subject in the form of a +1 bonus to his next action in the service of the patron. The subject receives a prominent mark of the patron on his hand or face, and may attempt a DC 16 Luck check once per month to ask a minor favor from the patron, which manifests in a non-magical manner. Each time such a Luck check is attempted there is a 1% cumulative chance that the patron asks for something in return. In addition, the patron sends followers to aid the subject’s natural actions. The followers consist of 1d4+1 warriors, each of level 1d3. All bear the mark of the patron. The warriors serve with absolute loyalty (no morale checks are ever required) and ask for nothing in return save adherence to the principles of the patron. The caster is viewed favorably for bringing more followers to his patron; for every 10 followers recruited and bonded, he receive a +1 bonus to future patron bond and invoke patron checks (max +5 bonus).

Q: Is the number of Known Spells listed for wizards and elves a maximum or minimum?A: Known Spells is the maximum number of different spells that the character of that level can cast, modified by the Intelligence modifier (see page 18).Patron bond and invoke patron count as a single spell; other patron spells aren't part of this "package deal" and count as their own individual spell slots.Certain other circumstances may affect a wizard's known spells (e.g., the spell arcane affinity which is basically a mechanic for wizard specialization).

They are a compilation of Joseph's errata post at the start of this thread, as well as his responses (and one of Michael Curtis' r.e. the duration of Force Manipulation, which he wrote) in this and other threads.

Only the two I just added on 127 and 139 haven't been "officialized" yet.

I have encountered some disagreement as to whether this is an error or not, but it is certainly not clear, so I will post here:

Do we track the change in luck bonuses for e.g. fumble modifier, when players burn and gain luck?

I know the luck bonus for special ability is fixed at level 0, and I thought this applied to all uses of luck, but then I read on p110 that for mercurial magic tables, you use wizard's luck modifier 'at the time the wizard learns the new spell...'

Warrior (p42) under Critical Hits seems to have some text missing. It says that at 1st to 3rd level a warrior scores a critical hit on a natural roll of 19-20. The threat increases to 17-20 at 9th level.Apart from the missing information about levels 4-8, this doesn't really agree with the table on p44 which says that a Warrior has a threat range of 19-20 for levels 1-4 (well, except you could argue that 1-3 is a subset of 1-4 and hence still correct...). I assume that the table is correct here.

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